Divinity: Original Sin 2

Divinity: Original Sin 2

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Custom movement speed, Skip animations, Fast forward combats
   
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Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
1.072 MB
3 Jan @ 8:51pm
7 Apr @ 1:53pm
17 Change Notes ( view )

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Custom movement speed, Skip animations, Fast forward combats

In 1 collection by Sol
NowJoy (Español)
9 items
Description
This mod accelerates the game in various ways, making it much faster, and is configurable to function in combat and out of combat, affecting only players or NPCs. Be warned that a few and very specific combat scenarios can freeze the game, but I can fix that if you encounter it; post it in the bug section of this mod.

The default configuration of this mod affects characters that are in combat only, but you can choose to affect outside of combat as well with the in-game configurator.
This menu can be accessed through the crafting recipe shown in one of the image. Don't try to manually put the item in the grid, use the recipe in the recipe menu instead!

    This mod work doing this:
  1. Modify the walking and running speed without modifying the cost of movement in combat or the effect of surface and cloud.
  2. Cancel the attack animation when a basic attack hits, fails, or is blocked.
  3. Cancel skills animation when a spell is fully casted.

See the video with the CC activate.


My other work: Link multiple backpack in to one.
My other work: Mule character on demand
Popular Discussions View All (1)
16
21 Apr @ 4:42pm
Fast-forward bugs.
Sol
12 Comments
Immorikal 19 Jan @ 4:24pm 
Yeah, I can confirm. Seeing a bit of a waiting time for the NPCs skill/move selection. I don't think the waiting time is as exaggerated without the mod either. Great mod by the way! Works amazingly, aside from this issue.
mattcat83 19 Jan @ 12:23pm 
Excellent, I can confirm, at least for myself, that this latest update from about half an hour ago does speed up the animations significantly from what was the cast this morning. I've been testing this mod by fighting the Masked Servants of Ryker's Manor in Act 2; I'm not sure how many kinds of attacks or abilities they have, but the waiting time has lowered a bit after the update. I think there was something wrong with the scripting from the previous update that was causing a general slowdown. I also have an older computer (my CPU is an Intel i5-6600 quad core from 2016), so that may have something to do with it. Nevertheless, I don't think these enemies wait quite as much without the Fast Forward mod as they do with it.
Sol  [author] 19 Jan @ 11:55am 
You are right; I forgot to update the folder where the scripts are. Now it should work fine. Regarding the NPC taking time, it usually happens if they have too many options, such as potions, scrolls, or skill. It's likely that this mod is not the cause, but I will check just in case.
mattcat83 19 Jan @ 11:31am 
Interesting, this mod became much more stable for me after this latest update, but for some reason the AI takes much more time between actions when deciding what to do. Additionally, it doesn't seem to move faster than the "Slightly Faster" option regardless of what setting I assign using the menu. It's still faster than the vanilla, I think, but not by much.
Sol  [author] 19 Jan @ 9:20am 
Typically, I update the code to clean up leftovers or optimize the code I'm using. As an example, with my other mod, 'Mule Character,' I uploaded a video to showcase the new features. So, don't worry; if I add something new, I'll create a new video to explain the changes. If you're curious, this time I simply deleted a line of unused code and added an underscore '_' in the mod name 'internally,' so they appear at the top in the mod editor when loaded. Lastly, I updated their description so that when you hover your cursor over the mod inside the game, it shows what it does.
mattcat83 19 Jan @ 2:50am 
What was changed in this latest update? The Change Notes don't contain any information.
Sol  [author] 14 Jan @ 8:16pm 
I made a change due to a conflict, i updated the screenshot to reflect that!
mattcat83 12 Jan @ 3:12am 
The combination of five resurrection scrolls as displayed in the screenshot doesn't work in this updated version of this mod. Instead, follow the Recipe to access the new menu, which consists of only one resurrection scroll and a healing potion.
Sol  [author] 8 Jan @ 12:29am 
I just updated the mod with the new menu. Now you can configure it more easily with the movement speed you want. Cheers.
mattcat83 5 Jan @ 10:07am 
This mod is working well for me so far. I'll post if I encounter a bug, though I'm running the game with over 100 mods in total, so any problems could be due to other mods or incompatibilities. Still, that I haven't encountered a problem so far with this many mods is impressive. I've been waiting for something that speeds up animations for quite some time, so this mod is deeply appreciated. X-COM Enemy Unknown had a similar mod come out shortly after its release (something about Stop Wasting Time) so I'm surprised something like this took D:OS2's community so long. IMO most turn-based combat games need something to speed up animations.

NPC's run fairly fast. Is there a way to tune down or calibrate their speed? Can this be a setting that is added to the configuration book in game?